/Engine/Plugins/FX/Niagara/Source/Niagara/Public/NiagaraSpriteRendererProperties.h
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(EditInlineNew, Meta=(DisplayName="Sprite Renderer"), MinimalAPI) class UNiagaraSpriteRendererProperties : public [UNiagaraRendererProperties](API\Plugins\Niagara\UNiagaraRendererProperties)
ENiagaraSpriteA...
Alignment
Imagine the particle texture having an arrow pointing up, these modes define how the particle aligns that texture to other particle attributes.
float
AlphaThreshold
Alpha channel values larger than the threshold are considered occupied and will be contained in the bounding geometry.
uint8:  1
bEnableCameraDistanceCulling
Enables frustum culling of individual sprites
TEnumAsByte< en...
BoundingMode
More bounding vertices results in reduced overdraw, but adds more triangle overhead.
uint8:  1
bRemoveHMDRollInVR
If true, removes the HMD view roll (e.g. in VR)
uint8:  1
bSortOnlyWhenTranslucent
If true, the particles are only sorted when using a translucent material.
uint8:  1
bSubImageBlend
If true, blends the sub-image UV lookup with its next adjacent member using the fractional part of the SubImageIndex float value as the linear interpolation factor.
bool
bUseMaterialCutoutTexture
Use the cutout texture from the material opacity mask, or if none exist, from the material opacity.
FNiagaraVariabl...
CameraOffsetBinding
Which attribute should we use for camera offset when generating sprites?
FNiagaraVariabl...
ColorBinding
Which attribute should we use for color when generating sprites?
FNiagaraVariabl...
CustomSortingBinding
Which attribute should we use for custom sorting? Defaults to Particles.NormalizedAge.
TObjectPtr<UTe...
CutoutTexture
Texture to generate bounding geometry from.
FNiagaraVariabl...
DynamicMaterial1Binding
Which attribute should we use for dynamic material parameters when generating sprites?
FNiagaraVariabl...
DynamicMaterial2Binding
Which attribute should we use for dynamic material parameters when generating sprites?
FNiagaraVariabl...
DynamicMaterial3Binding
Which attribute should we use for dynamic material parameters when generating sprites?
FNiagaraVariabl...
DynamicMaterialBinding
Which attribute should we use for dynamic material parameters when generating sprites?
ENiagaraSpriteF...
FacingMode
Determines how the particle billboard orients itself relative to the camera.
ENiagaraRendere...
GpuTranslucentLatency
Gpu simulations run at different points in the frame depending on what features are used, i.e. depth buffer, distance fields, etc.
float
MacroUVRadius
World space radius that UVs generated with the ParticleMacroUV material node will tile based on.
TObjectPtr<UMa...
Material
The material used to render the particle.
FNiagaraRendere...
MaterialParameters
If this array has entries, we will create a MaterialInstanceDynamic per Emitter instance from Material and set the Material parameters using the Niagara simulation variables listed.
uint32
MaterialParamValidMask
FNiagaraVariabl...
MaterialRandomBinding
Which attribute should we use for material randoms when generating sprites?
FNiagaraUserPar...
MaterialUserParamBinding
Use theUMaterialInterfacebound to this user variable if it is set to a valid value.
float
MaxCameraDistance
float
MaxFacingCameraBlendDistance
When FacingMode is FacingCameraDistanceBlend, the distance at which the sprite is fully facing the camera position
TObjectPtr<UMa...
MICMaterial
float
MinCameraDistance
float
MinFacingCameraBlendDistance
When FacingMode is FacingCameraDistanceBlend, the distance at which the sprite is fully facing the camera plane.
FNiagaraVariabl...
NormalizedAgeBinding
Which attribute should we use for Normalized Age?
TEnumAsByte< en...
OpacitySourceMode
FVector2D
PivotInUVSpace
Determines the location of the pivot point of this particle.
FNiagaraVariabl...
PivotOffsetBinding
Which attribute should we use for pivot offset? (NOTE: Values are expected to be in UV space).
float
PixelCoverageBlend
When pixel coverage is enabled this allows you to control the blend of the pixel coverage color adjustment.
ENiagaraRendere...
PixelCoverageMode
This setting controls what happens when a sprite becomes less than a pixel in size.
FNiagaraVariabl...
PositionBinding
Which attribute should we use for position when generating sprites?
FNiagaraVariabl...
PrevCameraOffsetBinding
FNiagaraVariabl...
PrevPivotOffsetBinding
FNiagaraVariabl...
PrevPositionBinding
FNiagaraVariabl...
PrevSpriteAlignmentBinding
FNiagaraVariabl...
PrevSpriteFacingBinding
FNiagaraVariabl...
PrevSpriteRotationBinding
FNiagaraVariabl...
PrevSpriteSizeBinding
FNiagaraVariabl...
PrevVelocityBinding
FNiagaraRendere...
RendererLayoutWithCustomSort
FNiagaraRendere...
RendererLayoutWithoutCustomSort
uint32
RendererVisibility
If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer.
FNiagaraVariabl...
RendererVisibilityTagBinding
Which attribute should we use for RendererVisibilityTag?
ENiagaraSortMod...
SortMode
Determines how we sort the particles prior to rendering.
ENiagaraRendere...
SortPrecision
Sort precision to use when sorting is active.
ENiagaraRendere...
SourceMode
Whether or not to draw a single element for the Emitter or to draw the particles.
FNiagaraVariabl...
SpriteAlignmentBinding
Which attribute should we use for sprite alignment when generating sprites?
FNiagaraVariabl...
SpriteFacingBinding
Which attribute should we use for sprite facing when generating sprites?
FNiagaraVariabl...
SpriteRotationBinding
Which attribute should we use for sprite rotation (in degrees) when generating sprites?
FNiagaraVariabl...
SpriteSizeBinding
Which attribute should we use for sprite size when generating sprites?
FNiagaraVariabl...
SubImageIndexBinding
Which attribute should we use for sprite sub-image indexing when generating sprites?
FVector2D
SubImageSize
When using SubImage lookups for particles, this variable contains the number of columns in X and the number of rows in Y.
FNiagaraVariabl...
UVScaleBinding
Which attribute should we use for UV scale when generating sprites?
FNiagaraVariabl...
VelocityBinding
Which attribute should we use for velocity when generating sprites?